Hero in a half shell said:
I loved the first time you land on the Halo installation in Combat Evolved, on the impossibly huge clifface that looks out towards where the rest of the ring loops up over your head, and you have a huge river gorge beside you, with a narrow bridge over it.
Pity the later game devolved into a confusing, repetitive corridor dash, but that intro to the ringworld was spectacular.
I agree. It was quite impressive. Starts out on a ship with tight halls and ducts, then bam onto this huuuuuge panorama of color and nature and technology stretching before you. Everything about that second level of Halo implies grand architecture and achievement.
I do feel that yeah it kind of became a corridor dash for a bit but there was always that bit of hinted grandiosity. you spend the first half of truth and reconciliation making your way along a cliff at night before going into a truly alien ship. all the purple roundedness of the ship in stark contrast to the olive hardness of the human ship from before. Or the blue-grey hexagonal symmetry feel to the forerunner tech.
The Island where the cartographer is is this tiny little spot of paradise, until you get inside and there's a massive hole. Just a hole that goes into blackness. with hundreds of levels visible along the sides. As you go down level by level through the ring you emerge, having left an idyllic island to the snowy mountain areas leading to the control room.
Then a swampy claustrophobic horror level that is totally empty. The first Time I played through that, it was scarier than most true horror games. And there were no cheap "NGA! BOO!" moments. Total atmosphere. Then when you get to the room at the end you realize the horror has been set loose. Now you fight your way through a seemingly endless swarm of jumping scratching shooting
things. And as the fight puts your back to the wall you're teleported away by and odd little drone.
This takes you to the library. A stark, sterile, uniform, chamber; a MASSIVE chamber that , once again, has a definite feeling of grand design and symmetry. But also because of the towering emptiness it feels almost claustrophobic. It's empty and blank. Once you've achieved your objective it's teleport to the control room again.
Theeeeen you go backwards through all of the levels for the second half of the game :/ Granted it does a fantastic job showing you how the world has changed since the flood were unwittingly released. There's an atmosphere of rot and putrefaction added to everything and it's excellently done. But I still do not approve of backtracking >.>
As for Halo 2, 3, and Reach.... well I love em but I gotta admit there was a definite lack of the above. 2 really did a good job of it but that's all: *Good*
3 and Reach were pretty much just about spectacle. I love how epic they feel and they're solid, tight, beautiful games. But as I've said, atmosphere.
ODST on the other hand kinda brought it back after 3. As you explore New Mombassa post slip-space event, you certainly feel the devastation. For awhile the city's empty. As enemies re-occupy the streets you have to make your way around one versus many, as is the theme of the series, except this time you're not a super-soldier. You're a grunt. A well trained and definitively badass grunt. But still someone that'll never be able to punch out a brute like a Spartan. And you
know it. The lilting piano and sax music that plays as you try to find your squad-mates is not only sombre, but a little depressing as well. You're alone, and you're not supposed to be. You're coming into these situations after they've occurred, and then the game shifts you into the squad-mate's place 12 hours ago to re-enact that battle. I think it was really well done, going from the overall exploratory hopeless feel to the typical run-n-gun shooter. Very well done but still not as well as the first time around. Definitely close though.
Wow that turned into a huge post >_> Thanks for reading. =]